
ALLENDM |

Not to discourage anyone from posting a character or discouraging creative juices let me add that if the character doesn’t seem to fit into the initial storyline I am probably not going to consider it.
1st level characters are not fully developed much like most young people they are still trying to figure out who they are and what they are all about. So I would ask you to come into this from a character development perspective of a young inexperienced adventure.
Also I was reading some posts about playing Olman characters; I am not opposed to this at all but bear mind it would be an oddity and extremely uncommon during this period of time. Bear in mind the only way this would occur is coming off a merchant vessel and not impossible but it would be rare.
There are going to be three methods of coming into the small fishing village of Saltmarsh.
1) the merchant caravan coming I from Burle and is being followed by a small wagonfolk caravan for the upcoming spring festival.
2) a local (related to a fisherman, farmer, Shepard, or someone in the small community.
3) coming off a merchant vessel as a crewman. These merchant ships are small local merchant vessels that hug the coastline doing trade from town to town.
Hope this helps.
SD

ALLENDM |

All reference documents are now on the Google drive and have been updated.
I will be finalizing the first three modules so we can get started. I will also be working on the Recruitment Message so everyone that is interested can start submitting characters.
I will post a Recruitment Doc shortly.
Old School Greyhawk Campaign Folder
SD

ALLENDM |
2 people marked this as a favorite. |

Recruitment for the Old School Greyhawk Campaign
The year is 570 CY and it is nearing the end of the month of Coldeven and Spring is starting to see the winds change from the north to the south and the cold air turn to warm air. There are three more days of Coldeven and the start of the Festival week of Growfest to bring on the Spring. With it comes the warm winds and rains from the Southern Seas making the lands of Southern Keoland a vibrant green and washing away the brown of winter. The winter has been harsh in many places as the Black Plague has taken a monstrous toll on the population of humans and demi-humans for the last five years it appears the winter seemed to have slowed the deadly plague and with it hope seems to be building. The Southern Keolands and especially the Viscounty of Salinmoor has not seen the horrible effect of the sickness like so many places have due in large part to the Viscount ensuring that leadership took care of the sick and didn’t allow them free access into those towns until they were healed of the black sickness. Rumors and news have passed along from many of these places telling of dark witchcraft, possession, and demons running wild throughout the plagued cities and towns. People tend to distrust strangers and more often now and more than ever they tend towards violence when it comes to the lone stranger wandering into town. Churches have sent missions to many towns and cities with inquisitors, clerics, as well as companies of war priests looking to end the plague (both the sickness and the black arts). With the plague has also come profiteers and those willing to make their fortunes on the sufferings of others. Slavers, smugglers, pirates, and bandits alike have increased in numbers so that even the healthy are not safe. Humanoids, giants, and other foul monsters seem to sense the change and have also begun closing in on the once civilized communities. The roads and seas are no longer as safe as they once were, and a hired sword is far more important now than ever before.
You are young man or women caught in a world that is in the midst of a plague and the danger that has infested the land. It has lasted nearly five years with the winter ebbing many hope it also brings an end to this foul plague. Death has overwhelmed so many places and with this death has come other things in the night feeding off the agony and misery of those in suffering. Some are supernatural, others are of the living bent on profiting from the misery. Your young wild hearts no longer seek a common life trapped in this misery but a life of adventure and hope. Better to live by the sword than die by the sword, or worse, and no better place to start by finding a small group of like-minded people in this town of Saltmarsh you now find yourself in.
Saltmarsh is a small fishing town in Southern Keoland off the north coast of the Southern Sea. Noted for its fishing, wool, and tight knit farming community. You have gotten wind of a rumor that has caught your attention that a certain house on the eastern road is haunted and once was the home of an evil alchemist who profited greatly at the expense of the common folk surrounding the area and now haunts the home. There is also a rumor that this evil alchemist was very wealthy but hid his treasures away somewhere in the foul home. Infested by haunts, ghost, and even demons from what many rumors say but the hint of treasure and the allure of gaining wealth beyond some measure is simply to enticing for an adventuresome soul like yourself.
I am looking for 6 players for a long-term campaign. I will give two-weeks for everyone interested to post characters. Once that two week period ends I will spend a few days selecting the party and we can begin.
Player Creation (See House Rules Doc)
Make sure you use the HOUSE RULES as there are many changes in things that you will need to be aware of so make sure your character conforms to it.
Character Creation:
Point Buy: 25 points buy – no attribute can be below 8 and no attribute above 17 before racial adjustments. These are exceptional and heroic individuals in an epic fantasy setting. Well-rounded characters will survive much longer.
Alignment: Any Good (Lawful, Neutral, or Chaotic) and Neutral (Lawful).
Classes and Archtypes: All Paizo classes (see House Rules for details). Archtypes are allowed with DM’s permission. Greyhawk Archtypes (per player/DM development are allowed) as are Greyhawk Prestige classes (Player/DM development) as we move forward. Using the unchained classes, a variant fighter, and several of the other classes have been tweaked.
Hit Points: 1st level and 2nd level you receive max hit points per hit die + CON bonus + FAVORED BONUS HP (if taken). Every level thereafter is ROLL HD + CON modifier + FAVORED BONUS HP (if taken). Reroll all 1’s once, second roll you keep what you roll.
No Favored Classes: Instead you receive a FAVORED BONUS each time your character takes a new level in the form of 1 HP or 1 Skill Point or 1 additional Hero Point for all races.
Background Skills: Each player gets 2 skill points for either Craft, Knowledge, or Profession at 1st level. These are considered class skills. These can be used on one skill a piece or on two individual skills. No additional background skills are awarded past 1st level.
Caster Bonus Spells: For all casters with a list of ‘known’ spells: Bonus spells gained from high ability scores, apply to both number cast per day (normal), and known spells. Despite the versatility of the spontaneous caster classes, the number of spells per day and known, is a little low in my opinion. A slight bonus to known spells for characters with a good ability score is a relatively minor gift.
(Note: Clerics now use Prayer books and Druid/Rangers use Ritual Books see class descriptions for details)
Hero Points: Hero points are in use with these caveats. At creation the character receives 2 Hero Points and at each level 1 hero point is gained as well as an extra if you take one as a FAVORED BONUS. DM can award Hero Points as well.
Rules for Hero Points – see D20PFSRD: http://www.d20pfsrd.com/gamemastering/other-rules/hero-points/
Exceptions – Characters can have no more than 5 hero points at any one time. Excess hero points are lost.
No Hero point feats, spells, or magic items are in use except of the Elixir of Luck or Luck Potion as some call it.
Cantrips/Orisons (O level) spells: O level spells now receive an Ability Score bonus for number of spells known/cast per day and the table below is amended to show this change. This gives the spell casters more low level spells to utilize during the day. (See Table in House Rules)
Money & Equipment:
Outfit of 5gp or less. If a cloak and boots/shoes are not included these are added to outfit. Dagger/Knife are included. 75gp for additional equipment and funds. Arcane, Divine, and Nature casters are provided one spell/prayer/ritual book (traveling). Martial classes are provided up to 40gp of value for a set of weapons or one weapon.
Age & Experience:
All players are teens or young twenties for their race. They have very little life experience and are from common, artisan, or merchant class stock. They have limited experience with “monsters”. Up until now they have lived mundane, normal lives filled with excitement from time to time but nothing out of the ordinary.
How you arrive in Saltmarsh:
1. The merchant caravan coming from Burle and is being followed by a small wagon folk caravan for the upcoming spring festival. You are part of the guard, the baggage train (wheelwright, blacksmith, cook, etc…), or a merchant apprentice.
2. A local (related to a fisherman, farmer, Shepard, or someone in the small community.
3. You are coming off a merchant vessel as a crewman. These merchant ships are small local merchant vessels that hug the coastline doing trade from town to town.
Rules (as they are):
Have fun. Seriously let us have fun. I don’t like dealing with rules lawyers and anyone out to simply to cause problems or make life difficult. I will give a warning once and then you are gone. I am willing to listen to any suggestions and I am pretty open-minded. I believe the game is ours, not mine.
I expect a good posting rate of meaningful posts. In the event you must take some time off please let me know when and how long in advance (if possible). I can bot your character for a brief time (1 to 2 weeks maximum). In the case of being botted, you only receive 50% of the total experience during that period if it lasts one week or more. Otherwise, you will receive full experience as long as it is not a repetitive thing.
In the event a player stops posting and I am not contacted I will remove their character from play by role-playing them out of the storyline. This way it doesn’t disrupt game play or interfere with ongoing threads. I don’t want to hurt the players posting due to a no-show/poster.
Writing
I don’t expect us to all be experts in writing; if I and the rest of the group can understand what you are writing I am good to go. I am not a great writer and I have published several books (albeit technical) and editors were often my best friends at the time. Use the guidelines for In Character, Out of Character, Thoughts, and the use of a different languages. As long as we are all consistent it will streamline the story. Personally, I love PBP because of the depth of the role playing you can get in the story with both the PC’s and the NPC’s.
Guides
http://paizo.com/threads/rzs2rqdb?Painlords-Guide-to-PbP-GMing-Make-Your-Wo rld
http://paizo.com/threads/rzs2nr91?DHs-Guide-to-Play-By-Post-gaming
http://paizo.com/threads/rzs2rwss?CampinCarls-Character-Creation-Guide-for# 1
Maps
I prefer to use Google Draw and will keep maps in a folder on the Campaign Google Drive. Combat maps we will simply have one map. Each person will make their move and in FILE>Version History>See Version History note the most current version and go to FILE>Version History>Name Current Version. I like to just use a simple location and three-digit number. I will give edit access to the map file folders.
Example: ROOM20 “DM” 001, and when the next player moves he updates with ROOM20 “PC NAME” 002 and so on. This allows us if a mistake is made to go back to the correct version and amend. If you need to elaborate on a movement or a spell area and things like that simply use the shapes and format.
I will have one file that allows us to post the party images, NPC’s, and such.
Importance of Posting Rate
As I stated I intend on this being a long-term campaign and we need to be able to maintain the pace of the game. I expect anyone playing to maintain the posting rate from day to day. I intend on posting updates each morning (central time) and as time permits during the day I will follow up. Please post at a rate that maintains momentum for the current situation; that’s all I ask.
Experience
I plan on this being a moderate experience rate.

Oceanshieldwolf |

Link'd for everybody:
Painlords Guide to PbP's
DoomedHero's Guide to PbP's
CampinCarl's Character Creation Guide
I have read (and directed others to) the first two threads - good stuff on how to keep the game alive, vibrant and thriving.

ALLENDM |

This is Oceanshieldwolf's submission-in-progress, Naia Temlow of Saltmarsh, a cousin of the Stoutly family.
@AllenDM - in Money and Equipment does a Fighter buy armor and any auxiliary weapons out of the 75 gp equipment pool? And other weapons up to 40 gp worth?
Everyone gets 75gp for equipment and funds. Martial characters essentially get an additional 40gp for weapons and armor. So you have 115 gp at your disposal. I should clarify that better (thanks).
SD

ALLENDM |

Link'd for everybody:
Painlords Guide to PbP's
DoomedHero's Guide to PbP's
CampinCarl's Character Creation GuideI have read (and directed others to) the first two threads - good stuff on how to keep the game alive, vibrant and thriving.
Thanks!
SD
ALLENDM |

Does a Rhennee Attloi Evoker with craft alchemy have a possibility of arriving in Saltmarsh, most likely via the wagon train? Some look down upon their kind so just checking before applying.
Attloi(outcast land cousins) is doable. You have two options with the merchant caravan and the wagonfolk who might be a good mesh.
SD

SalaciousCrumb |

SalaciousCrumb wrote:I am making an elf rogue. Just to clarify, the max starting wealth is 75 gp for such a character.You got it. Did you read over the doc for the contacts?
SD
Yes. I just finished. Great doc. You have put together quite a nice string of docs. I had an idea for a flavorful character , but the backstory already had him involved in a number of situations. I agree that level one should mean relatively inexperienced and often young.

Oceanshieldwolf |

@ALLENDM: Your recruitment post says
Greyhawk Archtypes (per player/DM development are allowed)
I'm wanting to use the bones of this archetype from Frog God Games Razor Coast:
Harpoonist (Archetype)
A mainstay on all whalers, the harpoonist wields his trusty weapon with deadly accuracy and lethal force against man and beast alike. The thought of falling prey to the harpoon’s wicked barb is the stuff of nightmares for every mariner and the sea creatures they hunt.
Whaler (Ex): At 1st level, a harpoonist gains both the Quick Draw and the Two-Handed Thrower feats as bonus feats. This ability replaces the 1st-level fighter bonus combat feat.
Reel ‘Em In (Ex): At 2nd level, a harpoonist gains a +1 bonus to CMB and CMD on grapple checks with a harpoon. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.
Rapid Retrieval (Ex): At 3rd level, a harpoonist can retrieve a harpoon attached to 50 feet of rope or less as a move action unless the harpoon is imbedded in a creature or object. Whenever a harpoonist moves a target with his grapple check, he can move both himself and his target up to his full speed rather than half his speed. This ability replaces armor training 1.
Harpoon Master (Ex): At 5th level, a harpoonist gains a +1 bonus on attack and damage rolls with harpoons. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1.
Long Haul (Ex): At 7th level, a harpoonist gains the Far Shot feat as a bonus feat, even if he does not meet its prerequisites. At 11th level, the range increment for his harpoon increases by 5 feet. At 15th level, the range increment for his harpoon increases by 5 additional feet. This ability replaces armor training 2, 3 and 4.
Sink the Barb (Ex): At 9th level, when a harpoonist attacks with a harpoon as a readied action, the attack inflicts damage normally, and the target is subject to a grapple maneuver as a free action. At 17th level, the harpoonist may perform this ability as a standard action. If the attack hits, he may use the attack roll as the combat maneuver check. This ability replaces weapon training 2 and 4.
Skewer (Ex): At 19th level, when a harpoonist confirms a critical hit with a harpoon, the harpoon rips through the target and can imbed itself into an adjacent stationary object in line behind it. The harpoonist must be able to trace a line starting at his space and passing through the target and object to accomplish this feat. If the damage dealt by the harpoon exceeds the object’s hardness, the harpoon imbeds itself into the object, which pins the target. The Difficulty Class to escape is the harpoonist’s CMB while grappling with a harpoon. This ability replaces armor mastery.
Weapon Mastery (Ex): A harpoonist must choose a harpoon.
Now I think I remember that Saltmarsh sits on the edge of a lake rather than an ocean, but there still might be some harpooning to be done. Lake monsters? Big fish?
The archetype changes things your variant doesn't have, AND doesn't offer Exotic Weapon Proficiency as somehow a Harpoon is exotic. I'm just offering it up as a place to start developing it.
Thoughts? If you think the harpoonist archetype is against the flavor of Saltmarsh, then Naia can stay as a vanilla (variant) Fighter. Quite happy to leave it as is, just trying to inject a simple and favourable profession for the lass.

ALLENDM |

@ALLENDM - is there any way you can make the Fighter doc cut and pastable? I'm kinda finished with it now, but it may make it more useful for others, and, if I'm chosen, for me at later levels.
You should be able to copy from the viewer. You will have to use the manual commands of CTRL-C for copy, CTRL-V for paste, and CTRL-X for cut.
I just tried it from an anonymous account and it worked. I was able to load it on a word doc.
I can put in this folder that I can put docs in and make that folder ruled as editable as well if needed later.
SD

ALLENDM |

@ALLENDM: Your recruitment post says
ALLENDM wrote:Greyhawk Archtypes (per player/DM development are allowed)I'm wanting to use the bones of this archetype from Frog God Games Razor Coast:
** spoiler omitted **...
I have added a Keoland and Saltmarsh Player Map so you can see the area in the google drive folder.
Let me review this.
SD

Oceanshieldwolf |

Oceanshieldwolf wrote:@ALLENDM - is there any way you can make the Fighter doc cut and pastable? I'm kinda finished with it now, but it may make it more useful for others, and, if I'm chosen, for me at later levels.You should be able to copy from the viewer. You will have to use the manual commands of CTRL-C for copy, CTRL-V for paste, and CTRL-X for cut.
I just tried it from an anonymous account and it worked. I was able to load it on a word doc.
I can put in this folder that I can put docs in and make that folder ruled as editable as well if needed later.
SD
It may be a Mac thing - I tried manual commands and had no luck. I'll try another workaround. For now I'm good, thanks for the extra work!

Xunal |

@ ALLENDM:
Are any of the following a no go?
• Chaotic Neutral (my preference, but if not, CG or True Neutral will do)
• Half-Drow (the variant half-elf from 'Bastards of Golarian' (BoG))
• Bloodragers
• Arcanists
• Ifrit
• Skald
• Eldritch Scion or Myrmidarch Magus
• Tiefling
• Skinwalker
Just trying to narrow down a few ideas kicking around in amongst the little grey cells...
Thanks!

ALLENDM |

@ ALLENDM:
Are any of the following a no go?
• Chaotic Neutral (my preference, but if not, CG or True Neutral will do)
• Half-Drow (the variant half-elf from 'Bastards of Golarian' (BoG))
• Bloodragers
• Arcanists
• Ifrit
• Skald
• Eldritch Scion or Myrmidarch Magus
• Tiefling
• SkinwalkerJust trying to narrow down a few ideas kicking around in amongst the little grey cells...
Thanks!
No CN, No Half-Drow, No Ifrit, No Tiefling, No Skinwalker.
The rest depend on the race you select to play.SD

Me'mori |

I'm working on Edan Crosier, a cleric of Berna, travelling to affiliated churches to lend what aid or influence they could. Gear and Equipment remain to be done, and I'll have Background/Personality up soon.

ALLENDM |

Quote:Archtypes are allowed with DM’s permission.Instead of the Olman, I was thinking trying an unchained rogue eldritch scoundrel gnome. He uses certain minerals like tourmaline to craft optics for telescopes, but no one ever buys them and most of his funds have been squandered.
Mishima,
Sorry for the late response; I thought I had responded to you. That sounds really interesting. Tinker or Rock gnome? Make sure you check out the list of additional racial traits (you can add up to two).
SD

Oceanshieldwolf |

@Jesse Heinig:
In THIS POST upthread, ALLENDM outlines the races in this Campaign Setting.

ALLENDM |

@ALLENDM - to simplify, can I merely swap out the Combat Expertise feat for Exotic Weapon Proficiency to use a Harpoon? Naia has the Heart of the Sea trait/Profession (Sailor). Won't be much use beyond the current environs, but one can't choose one's fate... ;)
I think that would work fine.
SD

ALLENDM |

It stands for Shadowdemon...
It was an alias on a private board from a long time ago that I used. Just got in the habit of using it. Overtime I just shortened it to SD...
Still use it to this day. I couldn’t use it here (already taken) if memory serves. I just picked AllenDM when I joined a while back since I couldn’t use that.
SD

mishima |

Clarification about languages and int bonus. So say I have a +2 intelligence and choose Common as my one language. Since I have an int bonus I could also be literate with common?
Or is it, I spend one point from my int bonus to be literate in common, and can spend the second on a language to have as spoken only?
edit: nevermind I get it now looking at the wizard example, wasnt looking closely enough

ALLENDM |

This is Oceanshieldwolf's submission-in-progress, Naia Temlow of Saltmarsh, a cousin of the Stoutly family.
@AllenDM - in Money and Equipment does a Fighter buy armor and any auxiliary weapons out of the 75 gp equipment pool? And other weapons up to 40 gp worth?
Looks good. The only thing I see missing is the DR1/- on the Buckler and the addition of the Wound Threshold stats on the HP info.
I like the Harpoon...
SD

hustonj |
I'm looking at a Dreadwood Wood Elf Slayer build, who had trained to join the Olven patrols of the forest. Slayer isn't one of the classes you did a modification to, but it is a hybrid of Ranger and Rogue.
Since you added Skill unlocks to Ranger, now both parent classes have that feature, but Slayers don't. I would like for you to consider whether you want to make any similar alterations to Slayer (not necessarily skill unlocks) and let us know. You have provided a great deal of material for us to digest already, before we can complete characters. I've been doing a lot of the BSA over the past few weeks, so I've not made as much progress as I might have.
I'm working through it, slowly.

Xunal |

Xunal wrote:@ ALLENDM:
Right, got it!
How about one of the following (True Neutral alignment):
• Half-orc Bloodrager?
• Half-elf Magus (Myrmidarch or Eldritch Scion)?Those would be fine. Looking forward to what you come up with.
SD
Right, thanks!
I'll try to get the little grey cells in action, then!

ALLENDM |

I'm looking at a Dreadwood Wood Elf Slayer build, who had trained to join the Olven patrols of the forest. Slayer isn't one of the classes you did a modification to, but it is a hybrid of Ranger and Rogue.
Since you added Skill unlocks to Ranger, now both parent classes have that feature, but Slayers don't. I would like for you to consider whether you want to make any similar alterations to Slayer (not necessarily skill unlocks) and let us know. You have provided a great deal of material for us to digest already, before we can complete characters. I've been doing a lot of the BSA over the past few weeks, so I've not made as much progress as I might have.
I'm working through it, slowly.
Hustonj;
The main reason I increased the abilities of the main core classes is I really prefer those classes compared to the hybrid classes especially in the Greyhawk setting. That is not to say I would pick a core class over a hybrid class when picking characters. So what I did was give those classes some additional benefits that the hybrids don’t have. I also prefer multiclassing over the hybrids but that is me and I realize I am a nut at times. I think a war priest is actually stronger than a fighter/cleric under PF rules but if you take a look at the modified fighter and cleric now a fighter/cleric is a bit better. Same for a Ranger/Rogue compared to a Slayer. I did it on purpose to see those classes become a bit more relevant... with the modified flanking rules, contacts, and the added skill unlocks and alertness feat for the ranger. Instead of saying you can’t play the hybrid classes I award players who play the core classes (well most of them).
SD

ALLENDM |

mishima's submission here, crunch and inventory complete. Going to write up a little narrative as backstory in the next few days.
No rush we have essentially three weeks. I gave some time because of the house rules to develop characters. I don’t want people to rush to put a character together.
SD